I present to you an incredibly fast and lightweight tile engine, using advanced stamping to render the graphics. The art and level parser are taken from a cancelled project (that I might revive someday, now that I have this put together). It also has support for: - Culling (tiles outside of the screen will not be rendered or even prepared) - Multiple options for terrain - Boundless scrolling (there are boundaries in this demo, but theoretically this engine can handle insanely large x/y locations and terrain of any size, provided your computer has enough horsepower to process all that level data) - Level editing with an incredibly intuitive data storage system (dated explanation below) The concept for the level parser is designed to be super easy-to-understand. Level data is split into 3 "columns", separated by commas. The first column controls the costume of the tile. The second one controls its relative X coordinate. The third one controls its relative Y coordinate. This is as simple as it gets.
@Mentalbox for the de-fencing X-Y scripts, as well as inspiring me to get good at using advanced stamping @codentag for helping me with the original idea for level parsing, which evolved into the compression/decompression system this engine is going to eventually use (the original code can be found at https://scratch.mit.edu/projects/398484227/ ) Me for the art and most of the backend. Enjoy!